* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d8442973f5d570c30920d9d865b5acd479.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d3ee4d5930c550da2fd23a29a86e616.
* Attempt to normalize example.yml (and another file I guess)
* Try again
This PR adds three new functions to existing size toys:
Added a new variant of the size collar that is created by using a wrench to break the crystal. This prevents the user from changing the size manually, and triggering the collar with a signal flips the wearer back and forth between a random size and their original size.
Added a new verb "Spin Size Dial" to size guns to spin the dial to a random size. Found in the object tab or on right click.
Added an alt-click effect to gradual size guns that toggles a size-trading mode. With this active, when you shrink a target you grow at the same speed, and vice versa.
Adds big round glasses, and adjusts the entries for the ITG id fluff items so they aren't tied to a specific character, since I have the same thing on multiple characters.
As part of this I made it so that glasses can appear above hair and things if they have the appropriate var set. (Otherwise glasses sprites mostly get covered up by any hair that gets near your eyes). All the other glasses behave the old way, but this should allow people to make some glasses appear above hair and things if they want to in the future.
Added two new bluespace collars. They both control the size of the wearer via signalers. The first one allows you to select the size by clicking on it, and is locked to a code and frequency. The second is made by modifying the first, by adding a signaler to it. This one does not allow you to set the size or code on it, and is only locked to frequency. The size you are resized to is determined by the code that is sent from a signaler.
Adds these to various lists, such as trader items, RnD and maint loot.
Also added a new "random bluespace item" random item spawner for mapping use. It is currently not mapped in anywhere.
This PR contains three outfits: a shortsleeve hoodie variant, a greyscaled version of the Flame Dress, and a greyscaled version of the Yellow Dress. All three can be recolored in the loadout or by the recolor machines on all maps.
Added a recolourable flannel jacket. I have managed to make the whites light enough to show any colour whilst keeping the gradiants and the blacks.
It is a separate option to the other recolourable jackets, as I couldn't figure out the way to add it as a weak to the list without making the others recolourable too. I think that's just a limitation of the loadout system, as all other recolourable things seem to work the same way.
*Tweaks holobadge definition to have per-badge defined access rather than have it hardcoded into attackby
*Tweaks holobadge attackby logic to use the newly introduced var for checking access
*Using these, fixes IAA "Investigator" badge from not being usable by IAA
*Kept security access for them for now, as that was the initial implementation and I don't want to change that in a bugfix. However, I believe it may be worth updating the detective/investigator badges to instead check for access_forensics_equipment instead (thus limiting them to detectives and IAA)